﻿// Behavior originally contributed by HighVoltz.
//
// LICENSE:
// This work is licensed under the
//     Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//      http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//      Creative Commons // 171 Second Street, Suite 300 // San Francisco, California, 94105, USA.
//

#region Summary and Documentation
// Runs the lua script x amount of times waiting x milliseconds inbetween
// ##Syntax##           
// Lua: the lua script to run
// NumOfTimes: (Optional) - The number of times to execute this script. default:1
// QuestId: (Optional) - the quest to perform this action on
// WaitTime: (Optional) - The time in milliseconds to wait before executing the next. default: 0ms
//                         This is a Post-LUA delay.
#endregion


#region Examples
#endregion


#region Usings
using System;
using System.Collections.Generic;

using CommonBehaviors.Actions;
using Honorbuddy.QuestBehaviorCore;
using Styx;
using Styx.Common.Helpers;
using Styx.CommonBot;
using Styx.CommonBot.Profiles;
using Styx.TreeSharp;
using Styx.WoWInternals;

using Action = Styx.TreeSharp.Action;
#endregion


namespace Honorbuddy.Quest_Behaviors.RunLua
{
	[CustomBehaviorFileName(@"Misc\RunLua")]
	public class RunLua : CustomForcedBehavior
	{
		public RunLua(Dictionary<string, string> args)
			: base(args)
		{
			QBCLog.BehaviorLoggingContext = this;

			try
			{
				// QuestRequirement* attributes are explained here...
				//    http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
				// ...and also used for IsDone processing.
				LuaCommand = GetAttributeAs<string>("Lua", true, ConstrainAs.StringNonEmpty, null) ?? string.Empty;
				NumOfTimes = GetAttributeAsNullable<int>("NumOfTimes", false, ConstrainAs.RepeatCount, null) ?? 1;
				QuestId = GetAttributeAsNullable<int>("QuestId", false, ConstrainAs.QuestId(this), null) ?? 0;
				QuestRequirementComplete = GetAttributeAsNullable<QuestCompleteRequirement>("QuestCompleteRequirement", false, null, null) ?? QuestCompleteRequirement.NotComplete;
				QuestRequirementInLog = GetAttributeAsNullable<QuestInLogRequirement>("QuestInLogRequirement", false, null, null) ?? QuestInLogRequirement.InLog;
				WaitTime = GetAttributeAsNullable<int>("WaitTime", false, ConstrainAs.Milliseconds, null) ?? 0;
			}

			catch (Exception except)
			{
				// Maintenance problems occur for a number of reasons.  The primary two are...
				// * Changes were made to the behavior, and boundary conditions weren't properly tested.
				// * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
				// In any case, we pinpoint the source of the problem area here, and hopefully it
				// can be quickly resolved.
				QBCLog.Exception(except);
				IsAttributeProblem = true;
			}
		}


		// Attributes provided by caller
		private string LuaCommand { get; set; }
		private int NumOfTimes { get; set; }
		private int QuestId { get; set; }
		private QuestCompleteRequirement QuestRequirementComplete { get; set; }
		private QuestInLogRequirement QuestRequirementInLog { get; set; }
		private int WaitTime { get; set; }

		// Private variables for internal state
		private int _counter;
		private bool _isBehaviorDone;
		private Composite _root;
		private readonly WaitTimer _waitTimer = new WaitTimer(TimeSpan.Zero);

		// DON'T EDIT THESE--they are auto-populated by Subversion
		public override string SubversionId { get { return ("$Id: RunLua.cs 1728 2014-10-13 23:25:24Z chinajade $"); } }
		public override string SubversionRevision { get { return ("$Revision: 1728 $"); } }

		#region Overrides of CustomForcedBehavior

		protected override Composite CreateBehavior()
		{
			return _root ?? (_root = new PrioritySelector(
				// Wait for post-LUA timer to expire...
				new Decorator(context => !_waitTimer.IsFinished,
					new ActionAlwaysSucceed()),

				// If we've met our completion count, we're done...
				new Decorator(context => _counter >= NumOfTimes,
					new Action(context => { _isBehaviorDone = true; })),

				// Run the LUA command...
				new Action(c =>
				{
					Lua.DoString(LuaCommand);
					_counter++;
					_waitTimer.WaitTime = TimeSpan.FromMilliseconds(WaitTime);
					_waitTimer.Reset();
				}))
			);
		}

        public override void OnFinished()
        {
            TreeRoot.GoalText = string.Empty;
            TreeRoot.StatusText = string.Empty;
            base.OnFinished();
        }

		public override bool IsDone
		{
			get
			{
				return (_isBehaviorDone     // normal completion
						|| !UtilIsProgressRequirementsMet(QuestId, QuestRequirementInLog, QuestRequirementComplete));
			}
		}


		public override void OnStart()
		{
			// This reports problems, and stops BT processing if there was a problem with attributes...
			// We had to defer this action, as the 'profile line number' is not available during the element's
			// constructor call.
			OnStart_HandleAttributeProblem();

			// If the quest is complete, this behavior is already done...
			// So we don't want to falsely inform the user of things that will be skipped.
			if (!IsDone)
			{
				this.UpdateGoalText(QuestId);
				TreeRoot.StatusText = string.Format("{0}: {1} {2} number of times while waiting {3} inbetween",
													GetType().Name, LuaCommand, NumOfTimes, WaitTime);

				// NB: The _waitTimer is initialzed to zero, so there will be no 'initial delay'.
				// This is what the user expects.
			}
		}

		#endregion
	}
}
